Animation 1
Animation 1
Computer animation
Animation: make objects move or change over time according to scripted actions and/or (physical) laws
Outline
Animation and animation types Traditional animation Disney Computer role in animation Computer animation techniques
2D vs. 3D Object models Motion models
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Animation
Animation is produced by the rapid display of consecutive still images Minimum frame rate (humans) for smooth transitions is about 15 Hz. For film/TV, 23 Hz to 30 Hz is normal. For a smooth visual effect, higher frame rates may be necessary, and timing of frame displaying is important
Types of animation
Hand-drawn Stop motion Animatronics Performance animation (mocap) Virtual models Effects
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Early animation
Early real animation: creating each frame of a real scene by hand = stop motion animation. (Very early) example: The enchanted drawing (1900). Example: King Kong (1933), hybrid of animatronic and stop motion animation
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King Kong
Batch
Batch
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Traditional Animation
Pauzefilm (22)
King Kong 2005: Intro & Tyrannosaur battle
Animators work from storyboards Gross timing (usually) determined by dialogue soundtrack Older animation:
Static background Characters painted on cels Lead animator creates key frames Second animator creates in between frames (inbetweens)
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Traditional animation
Many of the esthetic animation principles from traditional animation can and often should be applied in computer animation Computer animation tools enable just about anybody to make an animation Computer animation tools enable just about anybody to make a bad animation
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Traditional animation
Fundamental principles of traditional animation (Disney):
1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. Squash and stretch Timing Anticipation Staging Follow through and overlapping action Straight ahead action and pose-to-pose action Slow in and out Arcs Exaggeration Secondary action Appeal
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Fast motion:
strobing no strobing
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Timing
No in-betweens - the character has been hit by a strong force and its head almost snapped off One in-betweens - the character has been hit by something substantial, .e.g., frying pan Two in-betweens - the character has a nervous twitch Three in-betweens - the character is dodging a flying object Four in-betweens - the character is giving a crisp order Six in-betweens - the character sees something inviting Nine in-betweens - the character is thinking about something Ten in-betweens - the character is stretching a sore muscle
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Timing
Timing is the speed of an action Timing helps define an action (see example previous slide) Proper timing is critical to make the audience understand an action: time the phases (anticipation/action/reaction) so that the action is understood (not too short!) without losing attention (not too long!) Timing defines weight of objects (including characters)
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Anticipation
Anticipation is the preparation for an action
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Anticipation
Often anatomical necessity; no anticipation gives an unnatural movement Prepares audience for an action - you know what is going to happen Draws the attention action is not missed and can be faster
Anticipation
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Staging
Staging is presenting an idea so that it is unmistakably clear
Actions are staged so that they are understood A personality is staged so that they are recognisable An expression so that its visible A mood so that it affects the audience
Staging
Staging is much clearer when done entirely in good silhouette
Good silhouette Bad silhouette
For good staging the audiences attention must be where it needs to be. Staging, anticipation and timing are crucial to leading the eye Stage only one idea at a time (or it might be upstaged) Contrast the object of interest with the rest of 25 the scene
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Silhouette
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Pose-to-pose: draw the main poses and fill in the inbetweens later
Focus on acting, timing
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Arcs
Movement of (parts of) objects is generally more interesting when the movement traces an arc (splines!) instead of a straight line
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5. Make reels
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13. Rendering
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Rendering
Motion blur
Motion models
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Sprite animation
A sprite is a bitmap image (or set of images) that is moved over a background Transparency Very fast, easy Fixed library of animation No dynamic lighting, depth, etc.
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Rendering
Motion blur
Motion models
Keyframing Kinematics Procedural Motion capture
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Sprite animation
Morphing
Animation which shows the metamorphosis of one image (or model) into another Based on a deformation field and blending Can often provide realistic animation based only on two (or few) images with added feature correspondences Correspondences or matching points (usually) specified manually
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Morphing examples
Batch
Video Clip
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Morphing Morphing
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Articulated models
Articulated = united by means of joints
Rendering
Motion blur
Motion models
Keyframing Kinematics Procedural Motion capture
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Articulated models
An articulated model is a collection of objects connected by joints in a hierarchical structure The objects and their relative connections define the static object skeleton The joint parameters (angles) define the stance of the model The full object is defined by the articulated model combined with a skin, usually a deformable mesh Animation is achieved by changing the joint parameters 65
Skinning
Automatic skin
Modeled skin
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Skinning
Skin deformation can be obtained from joint angles
Extensions
More realism by using a model including muscles
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Particle dynamics
Once created, the properties of each particle are updated dynamically in time, following a set of (usually physical) laws
Extinction
A particle is removed if it
Exceeds its lifetime Goes out of scope (leaves the image forever) Runs into the ground: the particle properties are such that the particle is invisible or stationary (etc.) and no longer has a 71 function in the animation
Age related coloring Conic and torus force fields controlling motion Circular emission field, random generation
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More examples
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Example:
Example: water in
Batch
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Flowing Water
Particle systems for
water flowing over boat boat spray impact spray
Composited result
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Batch
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Flocking example
Suitable for objects and materials that are non-rigid Several possible models
Finite element approximation of physically/analytically correct deformation considering material properties infeasible Mass-spring model requires differential equation solving (expensive), but looks realistic B-spline/NURBS surface with time-varying control points need to specify the variation Free-form deformation needs deformation specification, but generally only a few control points are necessary Implicit surface deformation (level set 84 evolution) poor feasibility
Deformable models
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Mass-spring model
Models an object as a series of point masses connected by springs Object can be
Point masses
Extensible springs
F = cU
F force exerted by the spring c constant of proportionality U deviation from rest length
A curve mass (hair, rope, muscle) A surface mass (water, cloth) A volume mass (gelatinous blob, flesh)
Example
Rope modelled as 1D mass-spring
Fish model Edges represent springs Bold edges represent muscle springs Dots represent masses Surface model (no internal springs)
Gravity only
Fish example
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Example: hair
Nostalgia, SIGGRAPH 2001
Extensions (hair)
Regular mass-spring (limp hair) Angular springs (bending, add body) Torsion (curling)
Batch
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Hybrid models
The different object models (articulated, particles, deformable, ) are all best suited for a particular class of object and less (or not at all) for others often systems that combine several types are necessary Allows to use the best appropriate model, but requires careful consideration of the interfacing of the models Example: diver (articulated model) diving in a pool (deformable model) creating water spray (particle system)
Rendering
Motion blur
Motion models
Keyframing Kinematics Procedural Motion capture
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Motion blur
Rendering technique To reduce strobing and aliasing - high frequencies masquerading as low frequencies, e.g. a wheel appearing to move backwards Implemented by multiple renderings of a fast moving object in a single frame
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